Extra Hard Mode
Extra Hard Mode changes the game rules to create NEW, INTERESTING CHALLENGES for players who have mastered the core game. Unlike Mojang's "hard" mode or other plugins' "hardcore" modes which just punish you more for making mistakes without actually changing game mechanics, Extra Hard Mode delivers interesting new challenges for advanced players.
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Important Info
- Detailed rundown of all features and configuration help Check here or here (alternate formatting)
- You can enable specific features only for specific worlds, Check here
- Save yourself some time! Check "Troubleshooting and Common Questions" for the answer to your question.
- Here is a playlist of a few 1 minute clips showcasing some features
- If you have any questions feel free to ask, post bugs / feature suggestions in ticket section
Recommended Plugins
- Make tree logs and branches fall when chopped with GraviTree. Set "FallingLogsDamagePlayers" to true in its config for an extra challenge!
- For anti-grief, avoid plugins that disable explosions entirely, because that will undermine the cave-in mechanic and the new improved TNT.
- Avoid plugins which allow players to teleport themselves out of danger when they're in combat or lost. Especially avoid plugins which add commands like /home, /back, and /tpa, since they will undermine the difficulty VERY much. Consider instead a teleportation plugin like Population Density, which allows players to teleport only between teleportation posts it places on the surface every 400 blocks.
- You might want to look into balancing villagers. Having diamond gear tradable for very easily farmable materials will undermine the difficulty. I use Rebalance Villagers to make the trades harder.
Metrics
This plugin utilizes Hidendra's plugin metrics system, which means that the following information is collected and sent to mcstats.org:
- A unique identifier
- The server's version of Java
- Whether the server is in offline or online mode
- The plugin's version
- The server's version
- The OS version/name and architecture
- The core count for the CPU
- The number of players online
- The Metrics version
- Config options that are activated, allowing me to see what people use (or don't)
You can disable the stat collection via /plugins/PluginMetrics/config.yml if you wish. If you want to see the stats, you can go here
Source
Source can be found on github here. Contributions, pull requests and feedback are appreciated :).
Credits and Thanks
- Coding
- BigScary for creating this project
- Mitsugaru for implementing awesome utility classes
- Thank you for your donations
- Jemrada - 1.Dec 15, 21. Dec 15, 4.Feb 16
- BrattPitt - 23.Nov 13, 14. Dec 14
- TehSabbingSlayer - 30. Dec 13
- WoodenAxeServer - 6. Dec 13
- Netu - 4. July 13
- MrYFory - 25. Feb 13
@bigscary
Thanks, you continue to improve EHM. Keep up the good work.
1.8 Updates!
@StanTenZz
World Guard has a bug. It doesn't protect against plugin-generated explosions. I recommend upgrading to a better anti grief plugin like Grief Prevention. You could also complain to the WG developer and wait for a fix, but I don't know what you could do in the meantime other than disable this plugin.
@StanTenZz
Essentials is probably only disabling natural creature spawns, which can be fixed in Essentials by also checking for "custom" creature spawns. It's also possible that my code may be running after theirs, instead of before. That can also be fixed in essentials by adjusting the priority of their event handler.
EDIT: I made a quick adjustment in 1.8 which may or may not help you with this. Try it out. :)
uuuhmm i disabled creeper spawning in essentials but i still see creepers around? someone else has this problem to?
@StanTenZz
Yes, look above at Recommended plugins. He comments on Grief Protection.
@Jemrada
okey thanks it there a way i could disable the creeper block damage with another plugin other then essentials and worldguard
@StanTenZz
This is a bug in WorldGuard. Me and a couple others pointed it out. Hopefully, wg will fix soon.
@bigscary
i currently got a problem with extrahardmode i made a server with essentials and worldguard without extrahardmode and disabled creeper explosion in both essentials and worldguard then i installed extrahardmode started the server up and now creeper blows up destroying blocks what could be the problem?
thanks,
Please feel free to comment about your own in game experiences. :) I'd like to hear about the good and bad of gameplay you've experienced. Here are some of my experiences from my recent work developing a promotional video and "lets play" for the plugin.
1. I killed a spider outside my house, then got stuck in its web while a skeleton shot at me. I had to break the web so that I could reach the skeleton to fight it.
2. A skeleton popped me with a knockback arrow at a critical moment, sending me flying into a deep pit. When I was recovering from the fall damage (slowed severely), one of his silverfish crawled down and finished me off.
3. I got massacred by a ghast. The first fireball disoriented me so much that I couldn't avoid the second.
4. I stupidly killed myself by melee-ing a normal world blaze.
5. After several failed trips to the nether with iron armor, I've decided I will enchant my gear for resistance before I make another go, and bring more arrows next time.
@wisesurviver
McMMO has many conflicts with many other plugins, because it constantly breaks the Bukkit rules by badly simulating player actions. It's been a problem for my grief prevention plugin, anti xray plugin, tekkit customizer plugin, and now this. You should consider dropping it.
But you probably won't do that because you like it. :) There is a config option already - disable the "inhibit monster grinders" option. But this means your players will be able to create monster grinders to get all the monster drops they want without having to actually fight monsters, which will severely undermine the difficulty level.
@Chuckleluck
Maybe. Does MineZ require a client-side mod?
@dBi1K
Why do you want to turn off the stone to cobble conversion? Without it, players will be able to break ore but at the same time, be unable to pick it up, especially when it's in walls. Plus, how would they get cobble to make stone tools? Since cobblestone is required to mine iron, and iron is required to break stone to get the cobblestone, players would have only wooden tools unless you gave them iron tools or explosives.
The skeletons idea is interesting, although they're very difficult already. I'll consider. :) I've promised to make the "which blocks fall" configurable. I just haven't gotten to it yet. I'm working on some promotional videos for the plugin right now, then I will return to code more.
I don't want to turn this into a mini-McMMo. I want to make the game harder without changing the rules to the extent that players have to read about it to understand. I think introducing skills would be going a bit far. :)
This is a great plugin. I've been having a blast with it. I have a couple feature requests if possible.
1) Add an on/off in the config for stone turning to cobble. I would like to control this. 2) Be able to select cobble and/or dirt separately for "MoreFallingBlocks" 3) Percent chance for spider bites to make you dizzy 4) On/Off toggle for skeletons to be impervious to arrows (passes between bones)
Also, If there were permissions for things like BetterTNT, FallingBlocks, HardenedStone, FewerSeeds, NoBonemealOnMushrooms, etc, they could be used like skills. The lowly newb would have problems with everything, but the seasoned veteran is better at making TNT and knows the secret how not to break stone when mining ores.....
Have you considered adding a water/dehydration system similar to MineZ? You could have bottles of water which restore your thirst level, but cause you to become nauseous because of the unpurified water. Then you could cook the bottles in a furnace to produce Clear Potions, which don't have those side effects.
Hello, please make "no loot at environmental damage" switchable, because it seems that bonus hits added by mcMMO plugin (enemy bleeding, etc.) are considered as environmental damage, and prevent dropping loot.
@Jemrada
Monsters which take environmental damage will not drop loot. This is part of the fix for monster grinders. If the player slaying the monster doesn't do all of the damage to the monster, then the monster will not drop loot or xp.
You might suggest a more complex rule, like "players must do at least 50% of the damage". I've considered this myself, but when I looked into it, the performance hit for doing all those calculations became very expensive (meaning laggy). I will keep thinking about it to see if I can do better without hurting performance.
@zlepper
I'm sorry, I can't. Some of the features depend on new code available only after the 1.3 update. When Tekkit updates to 1.3 compatibility, then you can use this plugin with Tekkit.
Can you make this Tekkit compatible?
i'd like to use it on my server, but it doesn't seem to have a 1.2.5 version, like all your other plugins require
After recent update, it seems xp drop is random. Not all mobs drop xp anymore.
Is this intentional?
@tremor77
I'm very sorry to hear you suffered that loss. Please log a bug with the WorldGuard developer - his plugin does not protect against explosions generated by other plugins (this plugin is not the only one). Also do be careful - I suspect TNT, normal world blazes, ghast fireballs, and magma cubes will also destroy world guard protected blocks until the bug is fixed.
I made a bug report on the creeper to wg issue
http://redmine.sk89q.com/issues/2062
Love this plugin however, creeper explosions seem to ignore WorldGuard regioned areas with creeper explosion turned off. I'd love it if this were not the case.. our spawn area was devastated quite quickly.
I see this has been brought up before.. could you just make the creeper explosions option via config? There are so many other things in this plugin that are way better than this one unconfigurable setting.
Release this for single player tbh hehe
Thx mate I will link it to them.
Done, now waiting for a reaction.